(You can store the different settings in separate GZDoom.ini files). Note that all of the OpenGL features can be turned off in GZDoom, making it identical to ZDoom, should you wish to have different setups but want to use just one source port.
#Gzdoom strife mods#
But if you'd like to have improved lighting or other effects, or you want to play mods that require them, go with GZDoom. So, if you want the game to look like it originally did, then go with ZDoom as you don't need all the OpenGL options. With OpenGL you'll get fancy graphics like dynamic lights, shaders for lighting, glow, fog, etc., as well as texture resizing.
#Gzdoom strife software#
It is part of your graphics card drivers, so where software mode will most likely utilize CPU power, OpenGL (and similarly DirectX) will utilise your graphics card power. Thanks again for the help ! OpenGL is an API for rendering 2D and 3D graphics. I'll try one (certainly firstly ZDoom), and maybe the other one after. If it's only a matter of personal preference, well. You can specify the item ConversationID and the amount needed.Splatsch: Well, I never knew what is "OpenGL", so I'm neutral. Up to three cost blocks may be specified in a choice block, but if displaycost is true only the first will be shown. arg0 - arg4 - Arguments for the line special.closedialog - Changes if the dialog will immediately go to the next page on success (default is false).nextpage - The index of the page to go upon success.giveitem - The ConversationID of the item to give on success.
![gzdoom strife gzdoom strife](https://i.imgur.com/ojVL2z5.png)
![gzdoom strife gzdoom strife](https://www.gry-online.pl/galeria/html/pliki/284531984.jpg)
Pages are indexed in the order in which they are defined. Within a conversation you may define as many page blocks as you would like.
![gzdoom strife gzdoom strife](https://i.imgur.com/6cPFDBS.gif)
You should only have one conversation block per ConversationID as you may get undefined results otherwise.Īctor = 1 // Change to the ConversationID of the actor. The only supported property is actor which must be set to the ConversationID of the actor you wish to assign the dialogs to. The conversation keyword begins a group of scripts for a specific actor. To compile the script run the following command: If you are writing a replacement for SCRIPT00 you may remove the include line, but do note that the compiler will still print a warning. If you have a KSSC script and wish to convert it, you may compile it first and then decompile it with USDC.Īlthough not directly used by USDC itself, the USDF standard requires that you include the following two lines in your script. It can also be used to decompile old scripts into USDF. A tool known as the Universal Strife Dialog Compiler is capable of converting a subset of standard conformant dialogs to the original format. The only format supported by Strife and ZDoom versions up to 2.5.0 is the original binary format. ZDoom offers direct support of non-compiled USDF and ZSDF dialogue lumps.